[Scummvm-devel] PORTERS: OSystem::setWindowCaption
Max Horn
max at quendi.de
Sun Jun 7 23:41:50 CEST 2009
Am 07.06.2009 um 23:32 schrieb Marcus Comstedt:
>
> Max Horn <max at quendi.de> writes:
>
>> For the DC port.. well I am confused by that. It seems to do only one
>> thing with the window caption: Namely, store it into any subsequent
>> save states. Hu? Maybe this is somehow used elsewhere to display a
>> game name together with each save? Marcus?
>
> Correct. When examining the savegame in the system menu of the DC,
> there is displayed in addition to the filename one short description
> (this can also be viewed on the LCD display of the memory card),
> one long description, and an icon. See
> <http://mc.pp.se/scummvms.jpg> for an example of what it can look
> like.
Thanks, that clarifies a lot!
> The short description may only contain ASCII (due to the limited
> rendering power of the memory card itself). I always set this
> one to "ScummVM savegame".
>
> The long description, which is where I use the window name to
> get a descriptive name of the game (in the case of the example
> "The Dig"), _can_ contain non-ASCII characters. Unfortunately,
> the interpretation of such characters depends on the menu language
> selected. If you've selected Japanese, non-ASCII characters
> are rendered as Shift-JIS. If you've selected any other language,
> as ISO-8859-1.
Two remarks:
1) It would be cleaner to remove that hack, and instead override
OSystem::engineInit(); in there, look at the value of "description"
key for the active config domain. (Of course, the engineInit is fairly
new, and was added *long* after your code was created).
2) (also in reply to Torbjörn's mail) UTF-8 can be easily converted to/
from ASCII, or LATIN-1 (although of course chars not in ASCII /
LATIN-1 cannot be translated). We'd have corresponding conversion
methods in common/ (or maybe in backends/ ? depends) The reason I have
UTF-8 in mind here is that if we go international one day (I still
would like to see it happen), it'll simplify a lot of stuff. However,
I am not really much invested in it. I am fine with sticking with
plain ASCII, or LATIN 1. That would also save us a few hundred bytes
in code size for the time being, always a good thing :)
Bye,
Max
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